NPCs have some funny dialogue, but most just mention the current state of the area you find them in. Characters you seem poised to bond and interact with throughout your rise from rookie to pro are discarded, some quite early on. New techniques are practiced and then used once. Ultimately, though, a lot of what is introduced is quickly left behind. The mini-game challenges teach and hone more minor areas of the game. Leveling up and choosing which stats to boost feels satisfying, and the benefits are noticeable. It very much feels like Nintendo is trying to appeal to a younger demographic with it, while also throwing in enough that should appease longtime fans hoping for a return to RPG glory. Returning to Golf Adventure, we actually posted a fairly in-depth feature on it already, so I’ll just touch on a few key takeaways. In multiplayer, the shine wears off almost immediately, but younger players may get more mileage from it. In Golf Adventure, this form of play is pretty miserable and actually slower than just playing a standard round since you aren’t just focusing on the shots you’re taking. It involves running to your ball, potentially knocking out other players along the way, watching your stamina meter, and finishing the hole as fast as possible. Speed Golf, on the other hand, is an interesting gimmick that begins to wear thin after a few rounds. Items, super shots, and other hazards (like items raining down from above with Super Rush) can be the difference between winning and losing, and the hectic and quick-paced nature of Battle Golf make it a standout feature. In an oval-shaped arena, nine holes are up for grabs and the first player to sink a ball in one wins that flag, with three flags needed for victory. With four players (its max number), Battle Golf is a neat and compelling mini-golf-like experience. There are some decent customization options in terms of creating shorter rounds of maybe three or six holes, turning off special shots, and starting on a designated hole within each course.Įven if there isn’t a shortage of ways to play, the additions of Speed Golf and Battle Golf might actually cancel each other out. The Play Golf option is where you can set up local wireless matches and join or make online lobbies. While certainly distinct from the RPG modes of Mario Golf on GBC and GBA, it manages to stay engaging for a good eight or so hours until the credits roll. Golf Adventure is this game’s single-player RPG, and it takes you through the six total courses (mountains, desert, rainswept, etc.) with a light through narrative, side challenges, and a few boss encounters. Solo Experience allows you to compete against yourself in stroke play to shoot for the lowest score, or timed play to see how quickly you can get through a given course. So how many fairways does Super Rush actually manage to hit?įrom the start menu, players can select from three different play options in addition to Golf Guide, which offers tips and instructions. Even though the online experience can be another tee shot rolled into the middle of a bunker, the retooled RPG mode of Golf Adventure is fun while it lasts. Ditching familiar swing and strike mechanics make for a puzzling twist, and the lack of overall content is very hard to ignore. Mario Golf: Super Rush marks the latest in the series that formally debuted on the Nintendo 64, and it attempts to straddle the line between offering a robust single-player campaign and a smattering of multiplayer options. Mario and his pals somehow find the time in between their normal adventures for a wide variety of sports and competitions.
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